More Mod Editor Problems
Moderator: Executive
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tiberian_rebel
- Posts: 467
- Joined: Mon Jul 20, 2009 8:23 pm
- Location: On A Holiday In Cambodia
More Mod Editor Problems
I have been attempting to make a level in the mod editor. However, I have gotten a "this application has generated an exception and will be closed" at least 6 times while doing several different things, such as opening the Animation Editor, or going into soldier camera mode.
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
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DaGrooved1
- Posts: 1706
- Joined: Mon Jul 20, 2009 8:23 pm
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tiberian_rebel
- Posts: 467
- Joined: Mon Jul 20, 2009 8:23 pm
- Location: On A Holiday In Cambodia
Different types of equipment can be balanced if done properly. I like the idea of pitting Tanks and APCs. Playtesting will be important, you will have to place the time and location of the spawns properly to get a good balance.

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@4|Obshtz.Thur.DAK
5A|HC|Gen|Thur
@6-Oblt.Thur/LW
7R|HC|Gen.Thur
1E|HC|SgXo.Thur
UN|=GC=Thur
S1*TRG.Thur
4P*SGT=GC=Thur
11H.=GC=Thur
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tiberian_rebel
- Posts: 467
- Joined: Mon Jul 20, 2009 8:23 pm
- Location: On A Holiday In Cambodia
My map is the crossing of the Yangze River by US forces, so the APCs probably won't have to much cover. The US starts out with a good deal of APCs and RIBS to cross the river (which I might add is huge) along with some air support(mainly transport choppers), while the Chinese have mainly tanks, AAVs, and lots of defensive positions. A lot of the fighting should take place on the small islands spread throughtout the river. That's how it should work in theory, but it is still far from being done. Got the rest of the summer though.Ash2Dust wrote:Depends if the APC are coordinated and if they can take cover while recharging their rocket.
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
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Winter_Lion
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- Location: Lake Conroe.....Texas
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tiberian_rebel
- Posts: 467
- Joined: Mon Jul 20, 2009 8:23 pm
- Location: On A Holiday In Cambodia
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DaGrooved1
- Posts: 1706
- Joined: Mon Jul 20, 2009 8:23 pm
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tiberian_rebel
- Posts: 467
- Joined: Mon Jul 20, 2009 8:23 pm
- Location: On A Holiday In Cambodia
To be honest I don't even know what a lightmap is, much less how to make one. So aside from that I need to know two things: 1. lightmaps, and 2. how to make realistic water.
I have some pictures:











I wish I could give you guys a bigger picture, but it disappears after a certain point.
I have some pictures:











I wish I could give you guys a bigger picture, but it disappears after a certain point.
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
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tiberian_rebel
- Posts: 467
- Joined: Mon Jul 20, 2009 8:23 pm
- Location: On A Holiday In Cambodia
Thanks. I've had a bit of a problem though. I tried to run it in BF2, and it crashed to desktop. I think I may have messed up the physics a bit, due to this recurring message in the code lines saying:
[Physics] : Name: flagpole (and every other object): Collision mesh warning: Pivot should be more than 1/10 inside the bounding box to have good behaviour, part: 0, Col0, Geom0, min: -0.372305/0.0103994/-0.420541, max: 0.374451/6.02824/0.419783
Can someone help me with this?
[Physics] : Name: flagpole (and every other object): Collision mesh warning: Pivot should be more than 1/10 inside the bounding box to have good behaviour, part: 0, Col0, Geom0, min: -0.372305/0.0103994/-0.420541, max: 0.374451/6.02824/0.419783
Can someone help me with this?
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu





